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Add a cvar g_footsteps
to control the generation of footstep sound.
1: The Vanilla Quake II behaviour, footsteps are generated when the player is faster than 255. 0: Footstep sounds are never generated. 2: Footstep sounds are always generated. Defaults to `1`
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4 changed files with 14 additions and 1 deletions
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@ -37,6 +37,7 @@ cvar_t *maxspectators;
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cvar_t *maxentities;
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cvar_t *g_select_empty;
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cvar_t *dedicated;
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cvar_t *g_footsteps;
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cvar_t *filterban;
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@ -595,6 +595,7 @@ extern cvar_t *password;
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extern cvar_t *spectator_password;
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extern cvar_t *g_select_empty;
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extern cvar_t *dedicated;
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extern cvar_t *g_footsteps;
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extern cvar_t *filterban;
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@ -1089,7 +1089,17 @@ G_SetClientEvent(edict_t *ent)
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return;
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}
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if (ent->groundentity && (xyspeed > 225))
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if (g_footsteps->value == 1)
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{
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if (ent->groundentity && (xyspeed > 225))
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{
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if ((int)(current_client->bobtime + bobmove) != bobcycle)
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{
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ent->s.event = EV_FOOTSTEP;
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}
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}
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}
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if (g_footsteps->value == 2)
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{
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if ((int)(current_client->bobtime + bobmove) != bobcycle)
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{
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@ -219,6 +219,7 @@ InitGame(void)
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skill = gi.cvar ("skill", "1", CVAR_LATCH);
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maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
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gamerules = gi.cvar ("gamerules", "0", CVAR_LATCH); //PGM
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g_footsteps = gi.cvar ("g_footsteps", "1", CVAR_LATCH);
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/* change anytime vars */
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dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
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